#vertex shader

#version 130

uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;

in vec3 vertex_in;
in vec3 normal_in;
in vec2 texcoord_in;

out vec2 texcoord;
out vec4 color;

void main() {
	texcoord = texcoord_in; 
	gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(vertex_in, 1.0);
}

#fragment shader

#version 130

uniform sampler2D tex;

in vec2 texcoord;

out vec4 fragColor;
 
void main() {
	vec4 pixelColor = texture(tex, texcoord.xy);
	
    fragColor = vec4(pixelColor.xyz, 1.0);
}